Gamification of Learning: Can Games Motivate Me to Learn History?

ComTech Pub Date : 2016-09-30 DOI:10.21512/COMTECH.V7I3.2503
Andry Chowanda, Alan Darmasaputra Chowanda
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引用次数: 5

Abstract

This article presented empirical finding of the effect of gamification for learning. Evidence in the findings of the empirical study that explores two education games that were developed earlier with a total of 64 participants was presented. The first game was a computer game with historical themes of Ken Arok and Ken Dedes of Singhasari Kingdom. The second game was an Android-based mobile game with Historicity of the Bible themes of Moses. Prior research showed that more than 50 percent of junior and senior high school students in Jakarta demonstrated their apathy to several subjects in their school. They also disclosed that they were having difficulty in following their class in particular with a difficult subject such as History subject. With the popularity of games, the gamification of learning was investigatd to enhance the interest of the students to master a particular subject. The results show that there is a statistical significance increase of the students score and interest in history subject in a group that was using the games to help them in the subject compared to a group that reading books about the particular subject alone 0.001 . Furthermore, the participants also reported that playing games was helping them to remember difficult names and event timeline in the historical events
学习的游戏化:游戏能激励我学习历史吗?
本文提出了游戏化对学习效果的实证研究结果。实证研究的结果表明,这两款教育游戏是在早期开发的,共有64名参与者。第一款游戏是一款以Singhasari王国的Ken Arok和Ken Dedes为历史主题的电脑游戏。第二款游戏是基于android平台的手机游戏,以摩西为主题。先前的研究表明,雅加达超过50%的初中和高中学生对学校的几门课程表现出冷漠。他们还透露,特别是在历史等较难的科目上,他们很难跟上课堂。随着游戏的普及,研究了学习的游戏化,以提高学生掌握某一学科的兴趣。结果表明,与单独阅读有关特定主题书籍的小组相比,使用游戏帮助他们学习历史主题的小组的学生得分和兴趣有统计学意义的增加0.001。此外,参与者还报告说,玩游戏有助于他们记住历史事件中困难的名字和事件时间表
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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6
审稿时长
16 weeks
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